L L4D2node

CEscapeRoute::GetPositionFromFlow

0x008ce530 · 636 bytes · __thiscall

_ZNK12CEscapeRoute19GetPositionFromFlowEfbP6VectorN13TerrorNavArea8FlowTypeE

Decompiled

undefined (5 params)

/* CEscapeRoute::GetPositionFromFlow(float, bool, Vector*, TerrorNavArea::FlowType) const */

longdouble __thiscall
CEscapeRoute::GetPositionFromFlow
          (CEscapeRoute *this,float param_1,char param_2,float *param_3,int param_5)

{
  int iVar1;
  CEscapeRoute *pCVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  int iVar10;
  longdouble lVar11;
  float fVar12;
  float fVar13;
  
  iVar10 = *(int *)(this + 0x1c40);
  if (iVar10 == 0) {
    *param_3 = 0.0;
    lVar11 = (longdouble)0.0;
    param_3[1] = 0.0;
    param_3[2] = 0.0;
  }
  else {
    if (param_1 <= 0.0) {
      this = this + (iVar10 * 3 + -3) * 4 + 0x440;
      fVar3 = *(float *)(this + 4);
      fVar12 = *(float *)(this + 8);
      *param_3 = *(float *)this;
      param_3[1] = fVar3;
      param_3[2] = fVar12;
      return (longdouble)0;
    }
    if (*(float *)(this + param_5 * 4 + 0x2448) <= param_1) {
      fVar3 = *(float *)(this + 0x444);
      fVar12 = *(float *)(this + 0x448);
      *param_3 = *(float *)(this + 0x440);
      param_3[1] = fVar3;
      param_3[2] = fVar12;
      return (longdouble)*(float *)(this + param_5 * 4 + 0x2448);
    }
    iVar1 = iVar10 + -1;
    if (iVar1 < 1) {
LAB_008ce63e:
      *param_3 = vec3_origin;
      param_3[1] = DAT_01053d4c;
      param_3[2] = DAT_01053d50;
      return (longdouble)0;
    }
    iVar10 = iVar10 + -2;
    fVar3 = *(float *)(this + (param_5 + 0x910 + iVar1 * 2) * 4 + 8);
    pCVar2 = this + iVar1 * 0xc + 0x440;
    fVar4 = *(float *)pCVar2;
    fVar5 = *(float *)(pCVar2 + 4);
    fVar6 = *(float *)(pCVar2 + 8);
    pCVar2 = this + iVar10 * 0xc + 0x440;
    fVar7 = *(float *)pCVar2;
    fVar9 = *(float *)(pCVar2 + 8);
    fVar8 = *(float *)(pCVar2 + 4);
    fVar12 = *(float *)(this + (param_5 + 0x910 + iVar10 * 2) * 4 + 8);
    while (fVar12 < param_1) {
      if (iVar10 == 0) goto LAB_008ce63e;
      fVar3 = *(float *)(this + iVar10 * 8 + param_5 * 4 + 0x2448);
      iVar10 = iVar10 + -1;
      fVar7 = *(float *)(pCVar2 + -0xc);
      fVar4 = *(float *)pCVar2;
      fVar5 = *(float *)(pCVar2 + 4);
      fVar6 = *(float *)(pCVar2 + 8);
      fVar8 = *(float *)(pCVar2 + -8);
      fVar9 = *(float *)(pCVar2 + -4);
      pCVar2 = pCVar2 + -0xc;
      fVar12 = *(float *)(this + iVar10 * 8 + param_5 * 4 + 0x2448);
    }
    if (param_2 == '\0') {
      *param_3 = fVar4;
      lVar11 = (longdouble)fVar3;
      param_3[1] = fVar5;
      param_3[2] = fVar6;
    }
    else {
      fVar13 = fVar12 - fVar3;
      if (fVar13 == 0.0) {
        *param_3 = fVar4;
        lVar11 = (longdouble)fVar12;
        param_3[1] = fVar5;
        param_3[2] = fVar6;
      }
      else {
        fVar12 = (param_1 - fVar3) / fVar13;
        *param_3 = (fVar7 - fVar4) * fVar12 + fVar4;
        param_3[1] = (fVar8 - fVar5) * fVar12 + fVar5;
        param_3[2] = (fVar9 - fVar6) * fVar12 + fVar6;
        lVar11 = (longdouble)(fVar12 * fVar13 + fVar3);
      }
    }
  }
  return lVar11;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)